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Doctor Puzzle
Doctor Puzzle
Doctor Wilbert Spiel
Cost Characteristic Value Roll Notes
3 STR 13 12- Lift: 151.6kg; HTH: 2 1/2d6; END: [1]
24 DEX 18 13- OCV: 6  DCV: 6
6 CON 13 12-
6 BODY 13 12-
8 INT 18 13- PER Roll: 13-
26 EGO 23 14- ECV: 8; Mental Defense: 0
5 PRE 15 12- PRE Attack: 3d6
0 COM 10 11-
5 PD 8   Total: 20 PD (12 rPD)
5 ED 8   Total: 20 ED (12 rED)
12 SPD 4   Phases: 3, 6, 9, 12
0 REC 6   Running: 6" / 12"
2 END 30   Swimming: 2" / 4"
1 STUN 28  
Doctor Puzzle | Summary
Real Name: Doctor Wilbert Spiel Hair Color: Black and Gray
Concept: Gadgeteer Eye Color: Brown
Affiliation: Angelus Academy Height & Weight: 5' 7" (1.70 m) / 165 lbs (75.00 kg)
Played By: Neil M. Nationality: Swiss
Created By: Neil M. Place of Birth: Lauterbrunnen, Switzerland
GM: Ben Langdon Date of Birth: September 20, 1969
Cost Powers END
27 Puzzles and Contraptions: Multipower, 62-point reserve, (62 Active Points); all slots OAF (-1), Incantations (-1/4)
1u 1) Clockwork Rolling Ball: Summon 151-point Puzzle Ball Vehicle, Slavishly Devoted (+1) (62 Active Points); 1 Charge (-2), OAF (-1), Incantations (-1/4) [1]
1u 2) Clockwork Soldiers: Summon 4 150-point Puzzle Men, Loyal (+1/2) (60 Active Points); 1 Charge (-2), OAF (-1), Incantations (-1/4) [1]
1u 3) Clockwork Velociraptor: Summon 241-point Puzzleraptor, Friendly (+1/4) (61 Active Points); 1 Charge (-2), OAF (-1), Incantations (-1/4) [1]
1u 4) Labyrinthine Walls: Entangle 5d6, 5 DEF (Stops A Given Sense Group Sight Group) (60 Active Points); Only To Form Barriers (-1), OAF (-1), (Susceptible INT -5 Roll; -1/2), 12 Charges (-1/4), Incantations (-1/4) [12]
1u 5) No Eyes Puzzle: Darkness to Sight Group 1" radius, Difficult To Dispel (x4 Active Points; +1/2), Usable As Attack (+1) (25 Active Points); OAF (-1), (Susceptible INT -5 Roll; -1/2), 4 Continuing Charges lasting 1 Minute each (-1/4), Incantations (-1/4) [4 cc]
2u 6) Puzzle: Entangle 4d6, 8 DEF (60 Active Points); OAF (-1), 8 Charges (-1/2), (Susceptible INT -5 Roll; -1/2), Cannot Form Barriers (-1/4), Incantations (-1/4) [8]
3u 7) Puzzling Confusion: Drain DEX, INT, PRE, SPD 2d6, Based On EGO Combat Value (Mental Defense applies; +1), (DEX, INT, PRE, SPD simultaneously; +1) (60 Active Points); OAF (-1), Incantations (-1/4) 6
2u 8) The Key for the Keystone Effect: Dispel Focus Powers 16d6, (Any Focus Power, One at a Time (Framework is Dispelled As Framework Control Cost; +1/4) (60 Active Points); OAF (-1), 8 Charges (-1/2), Incantations (-1/4) [8]
1u 9) The Key for the Puzzling Lock: Minor Transform 4d6 (Locked Door into Open, Unlocked Door, Locking Door) (40 Active Points); 2 Charges (-1 1/2), OAF (-1), (Can Only Be Used After an Unsuccessful Lockpick or Security Systems Roll; -1/2), Incantations (-1/4) [2]
2u 10) Word Puzzle: Entangle 1 1/2d6, 1 DEF, (Affected by EGO Not STR; +1/4), Takes No Damage From Attacks All Attacks (+1/2), Reduced Endurance (0 END; +1/2), Based On EGO Combat Value (Mental Defense applies; +1) (49 Active Points); OAF (-1), (Susceptible INT -5 Roll; -1/2), Incantations (-1/4) 0
8 The Amazing Escape: Teleportation 5", Position Shift, Armor Piercing (+1/2) (22 Active Points); (Only to Escape Grabs and Entangles; -1), Requires A Skill Roll (Deduction; -1/2), Must Pass Through Intervening Space (-1/4) 2
16 Puzzle Staff: (Total: 30 Active Cost, 16 Real Cost) Stretching 2" (10 Active Points); OIF (-1/2), no Noncombat Stretching (-1/4) (Real Cost: 6) plus Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) (Real Cost: 10) 3
34 Puzzling Cloak: (Total: 51 Active Cost, 34 Real Cost) +3 with DCV (15 Active Points); OIF (-1/2) (Real Cost: 10) plus Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) (Real Cost: 24) 0
5 Strange-Looking Goggles: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
12 Teaching Puzzle: Aid INT 3d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1) (60 Active Points); (Requires An INT Roll by the Recipient (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1 1/4), 1 Recoverable Charge (-1 1/4), OAF (-1), (Others Only; -1/2) [1 rc]
Cost Talents
22 Spatial Awareness: Spatial Awareness: Danger Sense 13-
Cost Perquisites
7 S.A.G.E. Contact: S.A.G.E. Contact: Contact: Doctor Topa Ga-Gan of S.A.G.E. 11-
4 Sidekick Contact: Sidekick Contact: Contact: Hella Chill Skills 8-
Cost Skills
10 +1 Overall
10 +2 with Puzzles and Contraptions Multipower
-6 Academy Teachers Package
Contact: Dr Saul Numan 11-
Fringe Benefit: Passport
Monitored: Numen-Kami Institute 11-
Power: Puzzle Powers 13-
Social Limitation: Occupation
Staff Communicator: High Range Radio Perception (12 Active Points); IIF (-1/4)
Teamwork 13-
3 Cryptography 13-
11 Deduction 17-
0 Everyman Skills
AK: Lauterbrunnen, Switzerland 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Inventor 13-
13 Jack of All Trades
PS: Engineer 13-
PS: Mathematician 13-
PS: Professor 13-
PS: Sculptor 11-
PS: Teacher 13-
PS: Watchmaker 13-
12 Linguist
Language: English (completely fluent)
Language: French (completely fluent)
Language: German (Idiomatic, native accent)
[Notes: Native Language]
Language: Latin (completely fluent)
Language: Sign Language (basic conversation)
Language: Spanish (completely fluent)
3 Lipreading 13-
3 Lockpicking 13-
3 Mechanics 13-
26 Scholar
KS: Ethics 13-
KS: Known Uberhuman Users of Magic 13-
KS: Known Uberhuman Users of Technology 13-
KS: Known Uberhumans 13-
KS: Magic 13-
KS: Mechanical Clocks 13-
KS: Numen-Kami Institute 13-
KS: Puzzles 16-
KS: Student Psychology 11-
KS: Technology 13-
KS: Uberhuman Law 11-
9 Scientist
SS: Engineering 13-
SS: Mathematics 13-
SS: Physics 13-
1 TF: Puzzle Ball
200+ Disadvantages
10 Dependent NPC: Mitra Nejad (Teaching Assistant) 8-
5 Distinctive Features: Magic Aura, Detectable By Commonly-Used Senses
10 Hunted: Contraption 8-
10 Hunted: Seiche 8-
10 Physical Limitation: Allergic to Cats (Hives)
10 Psychological Limitation: Absent Minded
20 Psychological Limitation: Code vs Killing
15 Psychological Limitation: Humble/Self-Effacing
15 Psychological Limitation: Optimist
15 Psychological Limitation: Protective of His Students and Normals of the Academy
1 Quirk: Challenges Students To Achieve More Than Their Potential
1 Quirk: If Contraption is Ever Spotted or in the News, He Feels Like He Must Go There and Turn It Off
1 Quirk: Often Has to Run to the Class to Make It on Time
1 Quirk: Puzzles (non-Magical) and Mechanical Clocks All Over His Office and Condo
1 Quirk: Tries to Keep Track of His Former Students
10 Social Limitation: Bad Fashion Sense
15 Social Limitation: Secret Identity
4 Experience Points
Doctor Puzzle | Points Summary
Characteristics Cost: 103 Base Points: 200
Powers Cost: 117 Disadvantages: 150
Talents Cost: 22 Total Experience: 4
Perks Cost: 11 Spent Experience: 4
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 101 Total Points: 354

"Puzzling... Very puzzling..." muttered Wilbert Spiel. Through the lenses of the binocular headband magnifier, he could see brass gears turning in increments. The spring seemed to also be releasing tension and then tightening... by itself, seemingly. It was not driven by a pendulum, and there was no winding device and balance wheel either. And, most curiously, it carried the precise time without an escapement.

Lifting the magnifier from his nose and into his hair, Wilbert, closed the box and turned his head. The woman had a pleasant look upon her face, but with a hint of sadness which was understandable. After all, the items laid out on the tables upon the lawn were belongings of her late uncle. That it was a nice, sunny day with little wind may have comforted her slightly, but it was clear that she felt a loss. "There are some curiosities about it and I very much enjoy learning things mechanical and mathematic. I'd like to buy this one, fraulein, if you are certain that you want to sell it... "

"Ja. Uncle Franz has left quite a bit of debt and Josef and I, well we already have three clocks and our own house is decorated in a more modern fashion. This one wouldn't fit in our house." She fixed her hat to adjust the angle of the brim. When the sun no longer struck directly in her eyes she gave a momentary smile and then said, "Two hundred Francs would be a reasonable amount."

"Very well, I agree." Wilbert was never one to dicker over prices and he had a certain amount of money that he set aside for his hobby of horology. He retrieved his wallet and pulled out two bills that bore the likeness of the architect Francesco Borromini. "Two hundred Francs."

After putting the money in a small metal safe, the woman placed the box that contained the clock into a sturdy paper bag and handed it to Wilbert. Then, as if an afterthought, she placed a book, covered in the same green cloth-covered cardboard as the clock's box, into the bag as well, saying, "Oh, yes, I almost forgot, the book goes with the clock."

"Danke, fraulein," Wilbert said. He turned and walked down the cobblestone path to his car, leaving the estate sale behind.

For nearly two hours he had been sitting at the desk, parts of the clock lay on the counter lined up in order of their removal. Already, he had taken it apart and restored it together twice. Wilbert knew how the parts fit together, but he was still baffled with what made the clock, well, tick.

The book lay open on the desk. It was tinged with acid stain on the edges and the binding seemed frail, but the writings and diagrams were still quite legible. It was clear that the book had to do with the clock, but it was equally clear that the book was even more of a puzzle than the clock.

There were no words in the book. None at all, neither German nor Latin nor any other recognizable language. There were plenty of number of the Arabic style used throughout Europe. And there were plenty of symbols - some recognizable to a mathematician, and some that seemed to be entirely contrived.

"Oh, my," exclaimed Wilbert. Lost in the challenge of the puzzle, he had forgotten about the soup that he had heating on the stove. So entranced was he that event he smell of burned cream of mushroom had not been noticed until that moment. He rushed to the kitchen, turned off the stove and threw the windows wide open.

After that Wilbert returned to the desk. "Best to start at the begining and work my way to the end."

Interestingly, the first thing that he determined was that the first page was the last and the last, the first. For two days, he worked through the book, deciphering the symbols from context and syntax. There was a certain mathematical logic to it. Theorems, proofs, geometry, probability, algebra, and calculus were all there.

As he delved further, the theorems and proofs became substantially more complicated and, well, even seemed magical. He began to test them by creating mechanical constructs. Using these formulae, the constructs could move of their own volition with no seeming source of power. They were perpetual motion machines. Further into the book, the formulae imbued machines with unusual properties. And, when he at last reached the end, he completely understood the New Math of the book although it was completely different from Mathematics as Mathematicians understood it to be.


Colleagues and students all consider Wilbert Spiel to be an eccentric. His office and condominium are decorated with puzzles and mechanical clocks from around the world. And, in his spare time he always seems to be working on a puzzle or a clock. At times he seems to be lost in a world of a puzzle in his mind and his concentration and attention to other things slip. Still, his pleasant demeanor and cheerfulness endear him to most of the teachers and students.

As a teacher, Wilbert believes in challenging students with high expectations, allowing them their own attempts at solving problems, and helping them overcome obstacles with hints rather than answers. At the Angelus Academy, he teaches college Math 101, high school Geometry and Trigonometry, and Special Class Uberhuman Ethics (as well as the occasional seminar: An Uberhuman Perspective on Magic and Technology). He also serves as advisor to the Metal Arts Club and frequently judges at Science Fairs around the city. He loves to teach and believes that it is the greatest calling.


"Once you figure out the puzzle, you will be better off for it. But, beware, the fun is in the figuring out, not the solving of the thing."


Using the formulae of the book that came with the clock, Doctor Puzzle has created magical mechanical devices. He wears a Puzzling Cloak which both confuses attackers and entraps attacks. For close work he uses a staff made up of puzzle block links that can connect to each other in a variety of ways. But, for the most part, he uses a variety of Puzzles and Contraptions - including Word Puzzles and Puzzle Men - to confound villains. However, nearly any of these can be defeated if the puzzle is solved.


Dr. Spiel is one of the few people, even in academia that wear a bow tie; his usually has some sort of puzzle theme. The rest of his outfit is fairly typical, though, sweater, longsleve shirt, slacks, and tweed jacket. As Doctor Puzzle, he wears tights that have a jigsaw puzzle appearance. On his chest is a large 'DP' that has been stylized to look like an interlocking ring puzzle. To go along with this, he has a cloak that also looks like a dynamically shifting jigsaw puzzle and some strange-looking goggles. Attached at various places on his costume are a variety of miniature magical puzzles and contraptions that he uses to fight criminals.